Quester

Quester is highly customizable plugin handling all kinds of quests. From simple "gather to get reward" quests, to complicated forked story-telling quests. What is even better, everything is customizable on-the-fly directly in game ! No more restarting/reloading your server every time to change something. Localizable messages, plenty of different, highly-customizable objectives, conditions, events and flags. NPC and sign support. All this together creates almost unlimited possibilities.
Found a bug? Have a suggestion? Sumbit a ticket.
Don't forget to specify Quester version you are using and label the ticket appropriately. Tickets without label will take longer to review or be ignored completely.
Latest DEV version should be working with recent minecraft versions. See dev builds.




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Posted Dec 21, 2012Is it working with 1.4.6? Could you tell me please?
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Posted Dec 19, 2012@thebigdoduz
It should not require time, but it's buggy, so just put t:0 time there if you don't want it for now.
Lest say you have quest named Quest 1.
You add condition "/q con a questnot t:0 Quest 1".
Now player can Quest 1 only if he hasn't done quest named "Quest 1" before, effectively preventing him from repeating the quest.
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Posted Dec 19, 2012@ragan262
I looked into the conditions and QuestNot, but I didn't understand how to make the quest playable only one time. I put 0 as time but the player can do it more times. I tried putting only QuestNot but the plugin need the time... Have I to put an X? Thanks
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Posted Dec 18, 2012@Mavhill
My estimation is: when it's done
I can't really tell, but do not count on it in near future. I really have no idea when i add this. It's not even on official todo list.
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Posted Dec 18, 2012I believe you intend to add quest party support of some kind into this plug, Will this allow for multiple players on the same quest as well as create a quest party chat, or do you intend to just allow the joining of multiple players into a quest without additional party support options? And please dont take this the wrong way, i am currently in the process of setting up a new server mainly based off this plug, so do you have any kind of idea as far as developemnt time, and how long until you start adding in multiple player quest support and things like that? I just need an estimation, so i can plan accordingly.
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Posted Dec 18, 2012@thebigdoduz
If you look here, you can see that it needs to have special format, which is "<X>;<Y>;<Z>;{world}", where {world} is world name.
Example: 100;70;100;world_nether
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Posted Dec 18, 2012@ragan262
Ok... How do I put in the location? When I add the objective, it says invalid location... like x:1000 y:65 z:1000 how do I do? Thanks
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Posted Dec 16, 2012@thebigdoduz
It is not possible, however, Faction support is planned as well as support for group quests. I can't tell you when, because allowing groups is not easy task (at least not for me), but it will be possible in the future.
Your second question tells me you did not read documentation. Try looking into conditions, there is one called Questnot.
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Posted Dec 16, 2012@ragan262
Last thing... Can I make my quest joinable only one time per player? Not only one time for everybody... So a player has to find new quests and don't make 1000 times the same and become rich :)
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Posted Dec 16, 2012@ragan262
Thanks! So, isn't there a method to join a quest with all the people in a faction? When will it be implemented?
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Posted Dec 16, 2012@ragan262
Thank you so much for explaining that to me. There's such a high learning curve to this plugin and trying to learn everything right now.
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Posted Dec 16, 2012im having so much fun with this, I feel i cant donate or say thanks enough.
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Posted Dec 16, 2012v0.6.3d3 is out
I needs some deep testing to make sure everything works as it should. Make sure to read dev changelog to know what's going on.
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Posted Dec 16, 2012@thebigdoduz
Yes, just add ITEM objective matching the result of his crafting. It also forces him to write /q done after crafting, or to go to an NPC to simulate selling.
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Posted Dec 16, 2012@imaapseudonym
Yes. "/q event add -3:60 cmd respawn stuff", where 'respawn stuff' is comand that respawns the thing.
Forbiding people to cancel the quest can be done by adding UNCANCELLABLE flag to it. Let's say you have 5 bosses in the area that need to be killed, but what if two players decide to kill those at the same time ? One player would kill 3, other would kill 2. Now there are no bosses around and only way to actually respawn them is to complete the quest, which unfortunately want players to kill more of them. If you somehow prevent other players from going there if someone else is already there, such quest will do just fine. Another solution would be to just place there single monster, then player will come, and whoever kills it also triggers delayed respawning command, so others can just wait until it respawns again. But again, player that kills it has to have that quest active, otherwise it would not trigger the command event.
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Posted Dec 16, 2012Hi! Thanks for creating this plugin... It's extremely useful!!! I've only one problem... I created a quest that gives the player 5$ when he craft 64 pieces of wooden plank. Is there a way to take the wood at the end of the quest? Like "selling" that wood for 5$... Thanks, Dodo
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Posted Dec 16, 2012Last question as well how would I add that delayed respawn event command if I decided to try that out?
Would it be this event? Command: /q event add {<occasion>} cmd <command+>
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Posted Dec 16, 2012@ragan262
Ohhhh okay thanks so much for your response.
Could this work better with epicboss and creating a few of those mobs then that are set to a delayed respawn then or will it face the same results as before if someone cancels the quest? And if cancelling the quest is the issue, is it possible to deny that permission so players have to start and complete a quest before moving on to another one?
Thanks so much for your response. Your plugin is so developed and intricate that I'm still learning it as I go here.
P.S. What I meant by "taking the territory" is like set a quest where the person has to go to X location. Then next stage would be kill the defending npcs. That's what I was thinking.
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Posted Dec 16, 2012@imaapseudonym
You can have quest to kill certain amount of specific npcs. (not area dependant though) I am not sure what you mean by "take the territory", but if it means not having those npcs there, it is possible to set delayed command events to respawn those after quest is completed or cancelled. But is this case someone might just start and cancel the quest to respawn them anytime. On the other hand, if events on cancel ar enot provided, someone may just come and kill half of them and cancel the quest, effectively preventing anyone else from completing it. So yes, it is possible, but only if players don't do dumb stuff on purpose. (unfortunately they do)
I may add LEAVE obejctive to trigger when player leaves defined area, which may then cancel his quest. Until then, enclosed space and LOCATION objective can be used for that purpose.
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Posted Dec 16, 2012I know this may be a dumb question but I'm going to ask for the fun of it. Is there any way to add like an area protected by citizens npc. Then make the quest have them kill the NPCs for completion and kind of like "take" the territory for a limited period of time? At the end of that time the NPCs would respawn and it would start over.